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authorAntony Riakiotakis <kalast@gmail.com>2015-03-20 17:26:13 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-03-20 17:26:13 +0300
commit07b2508305d58d0c772464f9a174fca2b96036c2 (patch)
treee224074efb61874b31e9b67f57b7cbdc0544c58f /source/blender/gpu/intern/gpu_codegen.c
parent3d6642db835a9e35ea15cf9f856ce047447690ca (diff)
Fix high quality depth of field on the Mac.
Quite a few things wrong here: * Mac did not support EXT_draw_instanced, only ARB_draw_instanced * Draw instanced did not work unless data came from vertex buffer, which is second time we see weird things with vertex arrays in mac * There were a few stupid mistakes by me as well, such as binding to uniform locations for the wrong shaders (it's a wonder it ever worked :p)
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index fcfb68d4629..113ed8e341c 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1419,7 +1419,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
- shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL);
+ shader = GPU_shader_create(vertexcode, fragmentcode, NULL, glsl_material_library, NULL, 0, 0, 0);
/* failed? */
if (!shader) {